using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using System; using System.Collections.Generic; using System.Linq; namespace Barotrauma.Items.Components { partial class Connection { //private static Texture2D panelTexture; private static Sprite connector; private static Sprite wireVertical; private static Sprite connectionSprite; private static Sprite connectionSpriteHighlight; private static List screwSprites; private Color flashColor; private float flashDuration = 1.5f; public float FlashTimer { get; private set; } public static Wire DraggingConnected { get; private set; } public static void DrawConnections(SpriteBatch spriteBatch, ConnectionPanel panel, Rectangle dragArea, Character character) { if (DraggingConnected?.Item?.Removed ?? true) { DraggingConnected = null; } Rectangle panelRect = panel.GuiFrame.Rect; int x = panelRect.X, y = panelRect.Y; int width = panelRect.Width, height = panelRect.Height; Vector2 scale = GetScale(panel.GuiFrame.RectTransform.MaxSize, panel.GuiFrame.Rect.Size); bool mouseInRect = panelRect.Contains(PlayerInput.MousePosition); int totalWireCount = 0; foreach (Connection c in panel.Connections) { totalWireCount += c.Wires.Count; } Wire equippedWire = null; bool allowRewiring = GameMain.NetworkMember?.ServerSettings == null || GameMain.NetworkMember.ServerSettings.AllowRewiring || panel.AlwaysAllowRewiring; if (allowRewiring && (!panel.Locked && !panel.TemporarilyLocked || Screen.Selected == GameMain.SubEditorScreen)) { //if the Character using the panel has a wire item equipped //and the wire hasn't been connected yet, draw it on the panel foreach (Item item in character.HeldItems) { Wire wireComponent = item.GetComponent(); if (wireComponent != null) { equippedWire = wireComponent; var connectedEnd = equippedWire.OtherConnection(null); if (connectedEnd?.Item.Submarine != null && panel.Item.Submarine != connectedEnd.Item.Submarine) { equippedWire = null; } } } } //two passes: first the connector, then the wires to get the wires to render in front for (int i = 0; i < 2; i++) { Vector2 rightPos = GetRightPos(x, y, width, scale); Vector2 leftPos = GetLeftPos(x, y, scale); Vector2 rightWirePos = new Vector2(x + width - 5 * scale.X, y + 30 * scale.Y); Vector2 leftWirePos = new Vector2(x + 5 * scale.X, y + 30 * scale.Y); int wireInterval = (height - (int)(20 * scale.Y)) / Math.Max(totalWireCount, 1); int connectorIntervalLeft = GetConnectorIntervalLeft(height, scale, panel); int connectorIntervalRight = GetConnectorIntervalRight(height, scale, panel); foreach (Connection c in panel.Connections) { //if dragging a wire, let the Inventory know so that the wire can be //dropped or dragged from the panel to the players inventory if (DraggingConnected != null && i == 1) { //the wire can only be dragged out if it's not connected to anything at the other end if (Screen.Selected == GameMain.SubEditorScreen || (DraggingConnected.Connections[0] == null && DraggingConnected.Connections[1] == null) || (DraggingConnected.Connections.Contains(c) && DraggingConnected.Connections.Contains(null))) { var linkedWire = c.FindWireByItem(DraggingConnected.Item); if (linkedWire != null || panel.DisconnectedWires.Contains(DraggingConnected)) { Inventory.DraggingItems.Clear(); Inventory.DraggingItems.Add(DraggingConnected.Item); } } } //outputs are drawn at the right side of the panel, inputs at the left if (c.IsOutput) { if (i == 0) { c.DrawConnection(spriteBatch, panel, rightPos, GetOutputLabelPosition(rightPos, panel, c), scale); } else { c.DrawWires(spriteBatch, panel, rightPos, rightWirePos, mouseInRect, equippedWire, wireInterval); } rightPos.Y += connectorIntervalLeft; rightWirePos.Y += c.Wires.Count * wireInterval; } else { if (i == 0) { c.DrawConnection(spriteBatch, panel, leftPos, GetInputLabelPosition(leftPos, panel, c), scale); } else { c.DrawWires(spriteBatch, panel, leftPos, leftWirePos, mouseInRect, equippedWire, wireInterval); } leftPos.Y += connectorIntervalRight; leftWirePos.Y += c.Wires.Count * wireInterval; } } } if (DraggingConnected != null) { if (mouseInRect) { Vector2 wireDragPos = new Vector2( MathHelper.Clamp(PlayerInput.MousePosition.X, dragArea.X, dragArea.Right), MathHelper.Clamp(PlayerInput.MousePosition.Y, dragArea.Y, dragArea.Bottom)); DrawWire(spriteBatch, DraggingConnected, wireDragPos, new Vector2(x + width / 2, y + height - 10), null, panel, ""); } panel.TriggerRewiringSound(); if (!PlayerInput.PrimaryMouseButtonHeld()) { if (GameMain.NetworkMember != null || panel.CheckCharacterSuccess(character)) { if (DraggingConnected.Connections[0]?.ConnectionPanel == panel || DraggingConnected.Connections[1]?.ConnectionPanel == panel) { DraggingConnected.RemoveConnection(panel.Item); if (DraggingConnected.Item.ParentInventory == null) { panel.DisconnectedWires.Add(DraggingConnected); } else if (DraggingConnected.Connections[0] == null && DraggingConnected.Connections[1] == null) { DraggingConnected.ClearConnections(user: Character.Controlled); } } } if (GameMain.Client != null) { panel.Item.CreateClientEvent(panel); } DraggingConnected = null; } } //if the Character using the panel has a wire item equipped //and the wire hasn't been connected yet, draw it on the panel if (equippedWire != null && (DraggingConnected != equippedWire || !mouseInRect)) { if (panel.Connections.Find(c => c.Wires.Contains(equippedWire)) == null) { DrawWire(spriteBatch, equippedWire, new Vector2(x + width / 2, y + height - 150 * GUI.Scale), new Vector2(x + width / 2, y + height), null, panel, ""); if (DraggingConnected == equippedWire) { Inventory.DraggingItems.Clear(); Inventory.DraggingItems.Add(equippedWire.Item); } } } float step = (width * 0.75f) / panel.DisconnectedWires.Count(); x = (int)(x + width / 2 - step * (panel.DisconnectedWires.Count() - 1) / 2); foreach (Wire wire in panel.DisconnectedWires) { if (wire == DraggingConnected && mouseInRect) { continue; } if (wire.HiddenInGame && Screen.Selected == GameMain.GameScreen) { continue; } Connection recipient = wire.OtherConnection(null); LocalizedString label = recipient == null ? "" : recipient.item.Name + $" ({recipient.DisplayName})"; if (wire.Locked) { label += "\n" + TextManager.Get("ConnectionLocked"); } DrawWire(spriteBatch, wire, new Vector2(x, y + height - 100 * GUI.Scale), new Vector2(x, y + height), null, panel, label); x += (int)step; } //stop dragging a wire item if the cursor is within any connection panel //(so we don't drop the item when dropping the wire on a connection) if (mouseInRect || (GUI.MouseOn?.UserData is ConnectionPanel && GUI.MouseOn.MouseRect.Contains(PlayerInput.MousePosition))) { Inventory.DraggingItems.Clear(); } } private void DrawConnection(SpriteBatch spriteBatch, ConnectionPanel panel, Vector2 position, Vector2 labelPos, Vector2 scale) { string text = DisplayName.Value.ToUpperInvariant(); //nasty if (GUIStyle.GetComponentStyle("ConnectionPanelLabel")?.Sprites.Values.First().First() is UISprite labelSprite) { Rectangle labelArea = GetLabelArea(labelPos, text, scale); labelSprite.Draw(spriteBatch, labelArea, IsPower ? GUIStyle.Red : Color.SteelBlue); } GUI.DrawString(spriteBatch, labelPos + Vector2.UnitY, text, Color.Black * 0.8f, font: GUIStyle.SmallFont); GUI.DrawString(spriteBatch, labelPos, text, GUIStyle.TextColorBright, font: GUIStyle.SmallFont); float connectorSpriteScale = (35.0f / connectionSprite.SourceRect.Width) * panel.Scale; connectionSprite.Draw(spriteBatch, position, scale: connectorSpriteScale); } private void DrawWires(SpriteBatch spriteBatch, ConnectionPanel panel, Vector2 position, Vector2 wirePosition, bool mouseIn, Wire equippedWire, float wireInterval) { float connectorSpriteScale = (35.0f / connectionSprite.SourceRect.Width) * panel.Scale; foreach (var wire in wires) { if (wire.Hidden || (DraggingConnected == wire && (mouseIn || Screen.Selected == GameMain.SubEditorScreen))) { continue; } if (wire.HiddenInGame && Screen.Selected == GameMain.GameScreen) { continue; } Connection recipient = wire.OtherConnection(this); LocalizedString label = recipient == null ? "" : recipient.item.Name + $" ({recipient.DisplayName})"; if (wire.Locked) { label += "\n" + TextManager.Get("ConnectionLocked"); } DrawWire(spriteBatch, wire, position, wirePosition, equippedWire, panel, label); wirePosition.Y += wireInterval; } if (DraggingConnected != null && Vector2.Distance(position, PlayerInput.MousePosition) < (20.0f * GUI.Scale)) { connectionSpriteHighlight.Draw(spriteBatch, position, scale: connectorSpriteScale); if (!PlayerInput.PrimaryMouseButtonHeld()) { if ((GameMain.NetworkMember != null || panel.CheckCharacterSuccess(Character.Controlled)) && Wires.Count < MaxPlayerConnectableWires) { //find an empty cell for the new connection if (WireSlotsAvailable() && !Wires.Contains(DraggingConnected)) { bool alreadyConnected = DraggingConnected.IsConnectedTo(panel.Item); DraggingConnected.RemoveConnection(panel.Item); if (DraggingConnected.Connect(this, !alreadyConnected, true)) { var otherConnection = DraggingConnected.OtherConnection(this); ConnectWire(DraggingConnected); } } } if (GameMain.Client != null) { panel.Item.CreateClientEvent(panel); } DraggingConnected = null; } } if (FlashTimer > 0.0f) { //the number of flashes depends on the duration, 1 flash per 1 full second int flashCycleCount = (int)Math.Max(flashDuration, 1); float flashCycleDuration = flashDuration / flashCycleCount; //MathHelper.Pi * 0.8f -> the curve goes from 144 deg to 0, //i.e. quickly bumps up from almost full brightness to full and then fades out connectionSpriteHighlight.Draw(spriteBatch, position, flashColor * (float)Math.Sin(FlashTimer % flashCycleDuration / flashCycleDuration * MathHelper.Pi * 0.8f), scale: connectorSpriteScale); } if (Wires.Any(w => w != DraggingConnected && !w.Hidden && (!w.HiddenInGame || Screen.Selected != GameMain.GameScreen))) { int screwIndex = (int)Math.Floor(position.Y / 30.0f) % screwSprites.Count; screwSprites[screwIndex].Draw(spriteBatch, position, scale: connectorSpriteScale); } } public void Flash(Color? color = null, float flashDuration = 1.5f) { FlashTimer = flashDuration; this.flashDuration = flashDuration; flashColor = (color == null) ? GUIStyle.Red : (Color)color; } public void UpdateFlashTimer(float deltaTime) { if (FlashTimer <= 0) return; FlashTimer -= deltaTime; } private static void DrawWire(SpriteBatch spriteBatch, Wire wire, Vector2 end, Vector2 start, Wire equippedWire, ConnectionPanel panel, LocalizedString label) { int textX = (int)start.X; if (start.X < end.X) textX -= 10; else textX += 10; bool canDrag = equippedWire == null || equippedWire == wire; float alpha = canDrag ? 1.0f : 0.5f; bool mouseOn = canDrag && !(GUI.MouseOn is GUIDragHandle) && ((PlayerInput.MousePosition.X > Math.Min(start.X, end.X) && PlayerInput.MousePosition.X < Math.Max(start.X, end.X) && MathUtils.LineToPointDistanceSquared(start, end, PlayerInput.MousePosition) < 36) || Vector2.Distance(end, PlayerInput.MousePosition) < 20.0f || new Rectangle((start.X < end.X) ? textX - 100 : textX, (int)start.Y - 5, 100, 14).Contains(PlayerInput.MousePosition)); if (!label.IsNullOrEmpty()) { if (start.Y > panel.GuiFrame.Rect.Bottom - 1.0f) { //wire at the bottom of the panel -> draw the text below the panel, tilted 45 degrees GUIStyle.Font.DrawString(spriteBatch, label, start + Vector2.UnitY * 20 * GUI.Scale, Color.White, 45.0f, Vector2.Zero, 1.0f, SpriteEffects.None, 0.0f); } else { GUI.DrawString(spriteBatch, new Vector2(start.X < end.X ? textX - GUIStyle.SmallFont.MeasureString(label).X : textX, start.Y - 5.0f), label, wire.Locked ? GUIStyle.TextColorDim : (mouseOn ? Wire.higlightColor : GUIStyle.TextColorNormal), Color.Black * 0.9f, 3, GUIStyle.SmallFont); } } var wireEnd = end + Vector2.Normalize(start - end) * 30.0f * panel.Scale; float dist = Vector2.Distance(start, wireEnd); float wireWidth = 12 * panel.Scale; float highlight = 5 * panel.Scale; if (mouseOn) { spriteBatch.Draw(wireVertical.Texture, new Rectangle(wireEnd.ToPoint(), new Point((int)(wireWidth + highlight), (int)dist)), wireVertical.SourceRect, Wire.higlightColor, MathUtils.VectorToAngle(end - start) + MathHelper.PiOver2, new Vector2(wireVertical.size.X / 2, 0), // point in line about which to rotate SpriteEffects.None, 0.0f); } spriteBatch.Draw(wireVertical.Texture, new Rectangle(wireEnd.ToPoint(), new Point((int)wireWidth, (int)dist)), wireVertical.SourceRect, wire.Item.Color * alpha, MathUtils.VectorToAngle(end - start) + MathHelper.PiOver2, new Vector2(wireVertical.size.X / 2, 0), // point in line about which to rotate SpriteEffects.None, 0.0f); float connectorScale = wireWidth / (float)wireVertical.SourceRect.Width; connector.Draw(spriteBatch, end, Color.White, connector.Origin, MathUtils.VectorToAngle(end - start) + MathHelper.PiOver2, scale: connectorScale); if (DraggingConnected == null && canDrag) { if (mouseOn) { ConnectionPanel.HighlightedWire = wire; bool allowRewiring = GameMain.NetworkMember?.ServerSettings == null || GameMain.NetworkMember.ServerSettings.AllowRewiring || panel.AlwaysAllowRewiring; if (allowRewiring && (!wire.Locked && !panel.Locked && !panel.TemporarilyLocked || Screen.Selected == GameMain.SubEditorScreen)) { //start dragging the wire if (PlayerInput.PrimaryMouseButtonHeld()) { DraggingConnected = wire; } } } } } public static bool CheckConnectionLabelOverlap(ConnectionPanel panel, out Point newRectSize) { Rectangle panelRect = panel.GuiFrame.Rect; int x = panelRect.X, y = panelRect.Y; Vector2 scale = GetScale(panel.GuiFrame.RectTransform.MaxSize, panel.GuiFrame.Rect.Size); Vector2 rightPos = GetRightPos(x, y, panelRect.Width, scale); Vector2 leftPos = GetLeftPos(x, y, scale); int connectorIntervalLeft = GetConnectorIntervalLeft(panelRect.Height, scale, panel); int connectorIntervalRight = GetConnectorIntervalRight(panelRect.Height, scale, panel); newRectSize = panelRect.Size; var labelAreas = new List(); for (int i = 0; i < 100; i++) { labelAreas.Clear(); foreach (var c in panel.Connections) { if (c.IsOutput) { var labelArea = GetLabelArea(GetOutputLabelPosition(rightPos, panel, c), c.DisplayName.Value.ToUpperInvariant(), scale); labelAreas.Add(labelArea); rightPos.Y += connectorIntervalLeft; } else { var labelArea = GetLabelArea(GetInputLabelPosition(leftPos, panel, c), c.DisplayName.Value.ToUpperInvariant(), scale); labelAreas.Add(labelArea); leftPos.Y += connectorIntervalRight; } } bool foundOverlap = false; for (int j = 0; j < labelAreas.Count; j++) { for (int k = 0; k < labelAreas.Count; k++) { if (k == j) { continue; } if (!labelAreas[j].Intersects(labelAreas[k])) { continue; } newRectSize += new Point(10); Point maxSize = new Point( Math.Max(panel.GuiFrame.RectTransform.MaxSize.X, newRectSize.X), Math.Max(panel.GuiFrame.RectTransform.MaxSize.Y, newRectSize.Y)); scale = GetScale(maxSize, newRectSize); rightPos = GetRightPos(x, y, newRectSize.X, scale); leftPos = GetLeftPos(x, y, scale); connectorIntervalLeft = GetConnectorIntervalLeft(newRectSize.Y, scale, panel); connectorIntervalRight = GetConnectorIntervalRight(newRectSize.Y, scale, panel); foundOverlap = true; break; } } if (!foundOverlap) { break; } } return newRectSize.X != panel.GuiFrame.Rect.Width || newRectSize.Y > panel.GuiFrame.Rect.Height; } private static Vector2 GetScale(Point maxSize, Point size) { Vector2 scale = new Vector2(GUI.Scale); if (maxSize.X < int.MaxValue) { scale.X = maxSize.X / size.X; } if (maxSize.Y < int.MaxValue) { scale.Y = maxSize.Y / size.Y; } return scale; } private static Vector2 GetInputLabelPosition(Vector2 connectorPosition, ConnectionPanel panel, Connection connection) { return new Vector2( connectorPosition.X + 25 * panel.Scale, connectorPosition.Y - 5 * panel.Scale - GUIStyle.SmallFont.MeasureString(connection.DisplayName.ToUpper()).Y); } private static Vector2 GetOutputLabelPosition(Vector2 connectorPosition, ConnectionPanel panel, Connection connection) { return new Vector2( connectorPosition.X - 25 * panel.Scale - GUIStyle.SmallFont.MeasureString(connection.DisplayName.ToUpper()).X, connectorPosition.Y + 5 * panel.Scale); } private static Rectangle GetLabelArea(Vector2 labelPos, string text, Vector2 scale) { Vector2 textSize = GUIStyle.SmallFont.MeasureString(text); Rectangle labelArea = new Rectangle(labelPos.ToPoint(), textSize.ToPoint()); labelArea.Inflate(10 * scale.X, 3 * scale.Y); return labelArea; } private static Vector2 GetLeftPos(int x, int y, Vector2 scale) { return new Vector2(x + 80 * scale.X, y + 60 * scale.Y); } private static Vector2 GetRightPos(int x, int y, int width, Vector2 scale) { return new Vector2(x + width - 80 * scale.X, y + 60 * scale.Y); } private static int GetConnectorIntervalLeft(int height, Vector2 scale, ConnectionPanel panel) { return (height - (int)(100 * scale.Y)) / Math.Max(panel.Connections.Count(c => c.IsOutput), 1); } private static int GetConnectorIntervalRight(int height, Vector2 scale, ConnectionPanel panel) { return (height - (int)(100 * scale.Y)) / Math.Max(panel.Connections.Count(c => !c.IsOutput), 1); } } }